Item: Arboreal Staff

TypeWeapon
Level12
Rarity
Rare
Base ItemStaff
CategorySimple
GroupClub
Damage1d4 bludgeoning
Price-
UsageHeld in one hand

Perception [[/r 1d20+25]]{+25}; precise vision (low-light) 60 feet, imprecise hearing 30 feet, imprecise tremorsense 30 feet (only when touching the ground)

Communication speech (Arboreal, Common, Fey; speak with plants)

Skills Diplomacy [[/r 1d20+22]]{+22}, Forest Lore [[/r 1d20+25]]{+25}, Nature [[/r 1d20+25]]{+25}

Int +4, Wis +6, Cha +4

Will [[/r 1d20+27]]{+27}


Rather than passing on when they feel their death approaching, a rare few elderly arboreals undergo a ritual of preservation. This rite fuses the arboreal's consciousness into a branch, allowing their spirit to live on within the object. The branch functions as a Greater Verdant Staff, though the arboreal spirit allows only partners willing to safeguard nature to use the staff's spells. An arboreal who decides to become an arboreal staff is more connected to shorter-lived species than others of their kind. Most choose to endure to share their knowledge with future generations, but they take a long view in ways that can be frustrating to their wielders.

In addition to the activation and spells of a greater verdant staff, an arboreal staff can cast the spells it holds as if it were the staff's wielder, though it usually does so only to benefit a partner. The staff also has earthbind available as a 3rd-rank spell.


Activate Cast a Spell

Effect You expend a number of charges from the staff to cast a spell from its list.


Critical Specialisation Effects

Certain effects can grant you benefits when you make a Strike with certain weapons and get a critical success. This is called a critical specialisation effect. The exact effect depends on which weapon group your weapon belongs to, as listed below. You can always decide not to add the critical specialisation effect of your weapon.

Club: You knock the target away from you up to 10 feet. This is forced movement.


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